Saturday, November 30, 2013

Why we still need fun.

Games are fun. Fun is the whole reason why I got into video games. Though, it seems that a majority of games that are coming out these days are some kind of gritty reimagining, or serious story with an immersive world. Why can't games just be games anymore?

Don't get me wrong, I like a good story. I go on and on about Mass Effect and its story. I also loved The Last of Us. These games are good, and The Last of Us showed me that games don't have to be fun to be entertaining. Though, I miss a game that can put a smile on my face because of how fun it is. I grew up in an era of a lot of fun games. The Nintendo 64 had Star Fox, Mario Kart, Super Mario, Wave Race and a plethora of others that kept me playing and kept a smile on my face. These games were bright, colorful, and experimental. The third dimension was a completely new concept to the console generation, and developers were still trying to figure out what exactly they could do with it. That experimentation gave birth to some of the most fun experiences of my childhood.

I remember being introduced to the Sega Dreamcast. A friend of my brother brought it with him after school. The friend had a lot of games for the Dreamcast, and all of them were just so damn gorgeous. Soulcalibur, Crazy Taxi, Sonic Adventure, and the game that would change my life. Jet Grind Radio. I remember that day vividly. My brother and his friend were sitting in the middle of the living room close to the console that was hooked up to the VCR with the television tuned to channel 3. After seeing the majestic start up screen for the Dreamcast play, I was immediately assaulted by noise and color. JET GRIND RADIOOOOOOOOOOOOOOOOOOOOOOOOOOOOOOO!!!!!!! A character wearing grey camo shorts with a thick chain around his neck and blazing trails of lightning blue from his rollerblades running from a rooftop to grind on a rail. It was Garam, my favorite character. Or at least he would become my favorite character. All of this was so new to me. But, one thing that I knew for sure, I was having fun, in a way that I never have before.

I miss games like this. I doubt that I'll ever see something as revelatory as Jet Grind Radio ever again, but I miss the kind of imagination that games of that era had. I think that games have come a long way, and they've definitely come into their own as a storytelling medium. However, in our great strides, we seem to have gone down a different path. We've gone to focus on the graphics, and realism that hardware can produce. Other developers seem to think that the core of gameplay either lies in "making moral choices" or gunplay. There doesn't seem to be any kind of third option, or even a fourth or fifth for that matter. There's the occasional game that stands out among the rest, like Rayman Origins. But, perhaps I'm looking in the wrong place for games with invention, or fun.

This year at PAX Prime, the Penny Arcade Expo, there was a display of 88 independently developed games. The Indie Megabooth as it was called, showcased all of these games. This booth was bigger than any of the others, including those hosted by Microsoft or Sony.This was a giant becon of hope for those looking for something fresh in the video games industry. Every single game that was displayed didn't have any publisher. They didn't have any kind of regulation, or suit to look at the game and tell them whether or not they would sell. These developers put their heart and soul into their games, and they made it the way that they wanted to. The people behind these games grew in the same generations of video games that I did, and they see what the games industry is coming to. They have the talent and the know how to make games the way that they want to make them. They want to make something unlike anything that you've ever seen before. They want to make games that are fun. They want to make games that are imaginative. They want to make games that are inventive. They want to try something different, no matter what the risks are.

Here is where the hope for the industry lies. It lies with the independent developers. Those who try something different. Those who want to make games that are fun. So, if you want to see video games progress, and continue to produce something wonderful, get informed about who these independent developers are. Steam and Sony are making it easy to pick up on these indies. Steam has it's greenlight program, which is monitored and tested and produces a quality product for us to play and try out. Sony, with their new system the PS4 has an entire page of its dashboard dedicated to independent games. With companies taking steps like these to give the spotlight over to these unnoticed developers, I think that the games industry is looking just a bit brighter.

Check out the entire list of games that were on display here. Tell me some of the things that you'd like to see from the games industry, or some games that folks might not have heard of, that should be played.

Get on out there and have some fun playing video games. Because it's ok to have fun, and it's important.

So now I leave you with a song that you might not have heard of, and it's also a lot of fun too!


Monday, November 25, 2013

Why Do I do This?

I just want to talk about video games for a second here. I love video games, it's what I do. It's what I'm best at, and they're just dang awesome.

I want to talk about how they give me a sense of agency. HOw they make me feel like i can truly accomplish something. How they can make me face my fears, and let me overcome my fears. How Zelda has taught me courage, and bravery by going down into the depths of dungeons for the sake of a kingdom. For the sake of love. I want to talk about how I became a jedi while playing Star Wars Knights of the Old Republic. I want to talk about how I climbed the seven thousand steps to High Hrothgar, and slayed a dragons in Skyrim. I want to talk about how I have met great evils, and destroyed them. How I united an entire galaxy to fight alongside me as I faced down the Reapers in a battle that we were ultimately going to lose, but we fought all the same. With tenacity and strength, as brothers and sisters fighting for survival. These are all the great things that video games have allowed me to do. They are an absolutely wonderful medium that I want to share with people, and that should be shared. I want them to be talked about in a way inspires greatness, that inspires people to pick up a controller to play a game, and experience it for themselves. I want video games to be respected, and not to be looked at with scorn and disdain at the very mention of the genre. I want to change the conversation about video games.

I don't want to talk about the mechanics of the game, the layout of the levels, or the clunkiness of the controls, because that in itself is clunky. It's stilted, and a chore to listen to someone talk about that. No, I want to talk about the emotions that I felt. The sense of speed that I got from playing Burnout and the thrill of coming in first place. I want to talk about the atmosphere and charm of Bioshock as I stroll through the halls of the sunken city, and discover the perverse leadership that ultimately ruined it. Video games, ultimately, are forms are art, and art evokes emotion. Art tells stories, art records history, art makes history, art brings us perspective of the artist, art brings up debates about what was the intention of the art. Now, not all video games are good, every kind of art form has its share of schlock, I mean, look at Michael Bay's work.

I'm really looking forward to what's becoming of the video game industry. Nowadays, we find Call of Duty's and Battlefields that all look and feel the same. Sadly, the video game industry has become somewhat of a factory, that's just churning out product, rather than creating something unique or wonderful. With people like Bobby Kotick, the head of Activision, who view the industry as a way to make money rather than art, it's difficult to see any kind of progression. However, popping up, all over the world are independent game developers who create games like nothing else anyone has ever seen before. Notch ( aka Markus Persson), of Mojang studios, created Minecraft. The game exploded, with no marketing, making millions solely on the basis of word of mouth, and supporters to pave the way for it to become the most successful indie game in existence. Just this year at PAX, the Penny Arcade Expo, there was a booth dedicated entirely to independent video games and indie game developers. That booth was larger than either of Microsoft's and Sony's booths. There are good, creative, and fun games out there, they just need their fifteen minutes of fame, and they can go on to make it big. That's what we all want. We want the little guy to succeed, and we want to see something new, and we're only going to get that from these independent game developers. Those game developers grew up in the same era that I did, and want to create games that are the kind that they want to make. And the kinds of games that they want to make, are they kind that they grew up with.

I remember playing games that were fun and inventive, and did something interesting. They weren't the best games, they had their flaws, but at least they tried to do something different. I find that commendable in this day and age, where invention is scarce. I grew up in what I think was a golden age of gaming, when developers weren't afraid of trying out something new, or when they were still finding out just what a game could do. I stand by it that the mid 1990s to early 2000s were days of true innovation in the games industry. The Nintendo 64, Sega Dreamcast, and the Sony Playstation brought forth some of the most monumental games in the industry. Final Fantasy VII, The Legend of Zelda: Ocarina of Time, Soulcalibur, Jet Grind Radio, Super Mario 64, Mario Kart 64, Jet Force Gemini, Half-Life, Grim Fandango, Deus Ex, Thief, Resident Evil, Mega Man X, and many, many more. It isn't out of nostalgia that I say that these are great games, it's because they are. I still pull out the old games, because it's important to know where we've come from as an industry, and to take the occasional trip down memory lane. Ok, so maybe nostalgia is a bit of a factor, but they really are good games. If playing Civilization V has taught me anything: is that golden ages come and go, and I believe that we are on the cusp of another golden age. Not just with video games, but with other forms of art as well. I think it's going to be an interesting time to be alive, and experience something new.


Monday, November 18, 2013

Quick Time Events, or QTE, or WHAT IS THIS?!?!!

People often complain about the irritation of quick time events. Understandably so, they often come out of nowhere with no real warning. They change up the rules of how the game is normally played. What makes matters worse is that a failed QTE means certain death and failure. This is problematic.

I think that there are three different kind of QTE types:

1: The kind of QTE that is suddenly sprung on you out of nowhere. These are bad. They are frustrating, and don't make any sense.

2: The finisher. These QTEs come into play in moments where it isn't necessarily essential that the player gets all of the button presses right, and usually the penalty is minimal.

3. The whole damn thing. I haven't seen many games that are entirely quick time events, save for Heavy Rain, Indigo Prophecy, and recently, Beyond: Two Souls. All of which were written and directed by David Cage.

So, let's start with the first kind.



Shenmue for the Sega Dreamcast was one of the first games that I, and many others, experienced the QTE. The QTEs were not the central mechanic of the game, but they came up a lot. They were frustrating, as all QTEs of this kind are, and failure meant that I would have to try it over, and over, and over again. Most button presses are arbitrary and don't hold any context within the quick time event. Games are made up of rules, and when suddenly the rules are changed, it's uncomfortable and it isn't fun anymore. I'm not really sure as to why the game industry kept this game mechanic, and why they keep perpetuating it is kind of beyond me.

2. The Finisher.

Usually this kind of QTE will show up in games like Baynetta, God of War, or Devil May Cry. These QTEs are just kind of there. Most times they exist to create a more interactive experience when finishing off enemies, as opposed to watching a short movie of your character doing something awesome. Having these QTEs puts all of that awesome on you. That's a lot of pressure, and if you mess up, you make the character look bad, and usually cost them a chunk of health. I think that God of War is the prime example of this.

Players take the reigns of Kratos, badass Spartan Greek God killer, and is completely reliant on QTEs to get the job done. The thing with these quick time events in particular, is that if you mess up, and get the chance to do them again, for some reason, the button changes. That's right, if you accidentally press circle rather than square, and are absolutely determined to press square the next time that button press comes into play, it will be something different. It might even be a joystick movement. These quick time events are unpredictable, and each one is never the same as the last. Each enemy in God of War has its own execution animation, and with it, its own quick time event. Players can be facing down two of the same kind of enemy and execute them with a different combination of button presses. That sounds interesting, but it puts me on edge every time I hit the button to start the sequence. These kind of QTEs are just unnecessary.



3. The Whole Damn Thing....
 David Cage is praised by some, and loathed by others. His games only operate using quick time events. This system doesn't really quite work all the way. Usually quick time events force players to use buttons that generally have some type of context. In Shenmue, the A button will prompt when Ryo has to do something related to his legs (jumping, juking, kicking, etc.). While games like Heavy Rain, have no context for any of the button mapping. Triangle has no relation to anything, nor does any other button. There is a sequence when the player has to shoot some dudes, and it uses the R1 button to pull the trigger, it makes sense because the players trigger finger naturally falls on the R1 button. However, for the rest of the game, players press buttons like some kind of DDR. Generally the buttons, or joystick movements, will related to objects in the environment, or directions the characters are supposed to go. But when a fight breaks out, and players are assaulted with button presses, it's a frenzied panic of confusion. Admittedly it is exciting, and visceral, and really entertaining to watch, but at the end of the day, it all boils down to Simon Says. and if you ask me, Simon doesn't know what he's talking about.




What are your thoughts on Quick Time Events? Do they add to the gameplay? Are they unnecessary? What are some of your favorite, or least favorite moments in QTEs? Let me know in the comments?

Monday, November 4, 2013

Learning To Become A Man

So, this weekend I'm going on a mens retreat with other members of my church to a conference in Indiana, that is all about being a man. This is a really cool thing, and it will help me, not only to be more of a man, but also help me with my walk with God.

See, I'm a Christian man, and I try to do the right thing, to be an honorable man, and a respectable man. I also take in a lot of media. Video games, movies, television, and the like. Al of them depict what it is to be a man. What constitutes being a man? Is is physical strength, getting all the girl, beating up the bad guy, being a tough guy, driving the girls crazy, having lots of sex, being wealthy, having fine clothes, living in a nice place, owning it all? There's a lot of mixed messages out there, but being raised Christian, I have a code of my own that I follow.

Lately, there have been a few good pieces of media that have really stuck with me in portraying what it means to be a man. One of which being Captain America: The First Avenger starring Chris Evans. Comic books aren't really my forte, but Cap really stuck with me as a great character. I really like how he was a good guy first, and a man of action second. He did the right thing, always, no matter what was at risk or how dangerous it was.

Another depiction of manhood was John Marston in Red Dead Redemption. Sure, he may be a character in a game by Rockstar, which entails a lot of murder. However, John represented something noble in the lawless west, and stood out as a character, not only in video games, but also media in general. One of his major characteristics was his respect towards his wife. John Marston has the opportunity to get with many a lady of the night, but doesn't, because he's loyal to his wife.One other thing that I think is just the coolest thing about Red Dead Redemption, and John Marston, is the fact that there is an action button to say hello to passers by on the street. He's friendly to people that are on the street. Sure, he could murder them at any moment, as he is an outlaw after all, but he doesn't because it isn't in his character to do so. Murderous rampages are the norm for a Rockstar game, but it just feels out of place with Red Dead Redemption, and John Marston. John Marston can tear through an entire camp of bandits all on his own with unwavering accuracy and not feel a thing for the people he's killed, but he knows that he's killing the bad guys. He fights on their terms. John Marston isn't the best example of what it means to be a man, but he gets the job done, and he stands up for what he believes in, just like Steve Rogers.

I'm really looking forward to this retreat coming up. I plan to look over some of the media mentioned, as well as a few others to take a look at what I've built up in my mind as what it means to be a man, and then compare that to how God wants me to act as a man.

What are some manly characters that stuck out in your mind as something that was more than just machismo?